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[M] (2) Nostromo

Forum Index > SC2 Maps & Custom Games
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PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-06-17 20:26:45
May 21 2012 23:16 GMT
#1
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Overview 6m1hyg v0.8
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Analyzer pics. v0.5 (outdated)
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Summary
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Main to Main
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NAT to NAT

FFE Protoss (outdated)
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Cool way!
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Standard

Textures Used
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Pretty pics. (outdated)
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Dock Crane v0.6
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Alien in jail v0.6
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SpaceShip Front v0.6
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Ultra v0.6
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Xel'Naga v0.6
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Dock v0.6
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Motor v0.6
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Commander Side v0.6
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Commander Back v0.6
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Panda v0.6
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Low B3 Side v0.5
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Low B3 Front v0.5
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B3 v0.5
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Top Bases v0.5
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Crossview v0.5


Change log details
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- Added an Alien in a cage in both main!
- Resize top bases on high ground
- Added LOS between two spawns positions
- Added holes on low ground
- Added a bridge to connect top and bottom bases
- Added a new B3
- Modified Main and NAT bases
- Changed main ramp direction
- Removed debris in main choke and in the middle ramp


Nostromo v0.6 on NA (2v2 version)
Nostromo 6m1hyg v0.7 on NA

3 Xel'Naga towers. 6+ bases per player. 2 players map. Spawning positions are South and East.
Many thanks to all of YOU for your support and tips!

Created & designed by Me PandaZerg
Original map name by hoby2000

If you see something wrong, lmk. I am still open to any change.
*Thanks for all your votes in last pools!!! That helped me!
DYEAlabaster
Profile Blog Joined August 2011
Canada1009 Posts
May 21 2012 23:26 GMT
#2
Is this map force cross-spawn?
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-23 02:50:26
May 21 2012 23:35 GMT
#3
Yess!
edit: no more
IronManSC
Profile Blog Joined November 2010
United States2119 Posts
May 21 2012 23:43 GMT
#4
I don't like the base progression past your third... everything is basically walled off by high ground, and you either have to go through the middle to get to your other bases, or through your other bases. There are no middle, in-between paths.
SC2 Mapmaker || twitter: @ironmansc || Ohana & Mech Depot || 3x TLMC finalist || www.twitch.tv/sc2mapstream
a176
Profile Blog Joined August 2009
Canada6688 Posts
May 21 2012 23:48 GMT
#5
how exactly do you wall off the nat?
starleague forever
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-23 02:50:48
May 22 2012 05:17 GMT
#6
@IronManSC
Yeah...

I release to public cross position only because all tips I got was in that favor. I also did another version for me and my friends (not public) with only sud and east spawn positions. There is some little differences (debris, paths...). The only thing I don't like with this configuration, is that the nat to nat distance is 120... A litle bit near. Usually I prefere to be around 135. Main to main is 151 on the version below.

I am still working on it, but here what it gives:
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[image loading]

- Wider paths down the statue
- Less debris to let voidray free charge...
- Not more bottom and top path

With motor pretty pics (outdated)
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[image loading]


With this version, once nat is secure, third is easy to hold... A little bit turtle imo, but near Xel,Naga tower give view on cliff so this offer new possibilities of aggression. Bases progression is also more standard than the public version.

I am currently analyzing the possibility to remove bottom third on my personal (private release) version or just change third for 4minerals and 1gaz.

Thanks for comment
Keep it up your work!
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-25 00:14:47
May 22 2012 06:24 GMT
#7
And here a fast example of what I talked about with little expand resources as third. But you still have choice to directly take third in the middle. But personally, I still do prefer the version above.

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[image loading]
(outdated)
lefix
Profile Joined February 2011
Germany1082 Posts
May 22 2012 09:41 GMT
#8
i think i still liked the first version the most ^^
but i'd not use that many xel naga towers. 2 should be enough
Map of the Month | The Planetary Workshop | SC2Melee.net
Johanaz
Profile Joined September 2010
Denmark363 Posts
May 22 2012 14:14 GMT
#9
Excellent job in the aesthetics department.

I love how you managed to align the textures with the layout. That's actually so difficult that people gave up on it a long time ago. I dont remember anyone doing it since... I did it in a map 1½ years ago: + Show Spoiler +
[image loading]
TPW Map Maker - theplanetaryworkshop.com
moskonia
Profile Joined January 2011
Israel1448 Posts
May 22 2012 15:03 GMT
#10
Having only 1 entrance for 3 bases is really heavy turtle mode which personally I don't like it. I like the last version the most, with low resources 3rd, that actually makes taking the 4th early matter much more then a normal map, which is cool.

If you only put the 7 and 2 positions possible it can actually make drops/ air very strong, since there is so much room for air to be in. I think actually 3base roach will be very weak, since only 1 ramp you can defend the half base pretty easy with simcity and force fields, this will actually be fun to watch
HeeroFX
Profile Blog Joined November 2010
United States2704 Posts
May 22 2012 15:06 GMT
#11
Looks good but I woud say you should make the choke in the natural smaller, especially for toss to wall off if they FFE. I would also open up another ramp for the third but maybe block it off with destructable rocks. Those are the only things I could see.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-22 17:17:16
May 22 2012 16:51 GMT
#12
Thanks Johanaz!
Yeah, I do take care when I place doodads.

I did some games with this version (B3 low resources) moskonia, and the result was good!

Thanks to others, I will try to apply some ideas without losing my initial concept!

I wait pool results for more modifications.
moskonia
Profile Joined January 2011
Israel1448 Posts
May 22 2012 17:24 GMT
#13
^^ I have some questions regarding your map, 1) what do you mean in the 2nd poll? what is the mine in the middle? :S
2) is the half expo's gas a high yield gas or a normal one? I am guessing it is normal
3) why didn't you submit your map to the MotM? just interested.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-23 00:15:18
May 22 2012 17:37 GMT
#14
@moskonia
1) Yes, the little mine in the middle on high grounds.
2) Normal
3) Not completely balanced and finish. I did what I can, but I would like to benefit of experience of others. More, Too many amazing map this month! Dark Shines, TPW Silver Sands, Psychosurgery, Fantazy, ... My map has no chance

EDIT:
Thanks for voting! I try to take all in consideration

For helping, here few additional pics. if I decide to remove mine in the middle and if I decide to modify B3 (low resources).

As IronManSC told, if I keep cross position, the base progression is not standard, but distances are standard.
If I keep Sud-East positions, base progression is standard, but distances are not.
I am not looking to enlarge playable terrain, but I am very open to any terrain modification as you see!

I see v1.2 and Low B3 resources is the way to go!
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-23 02:01:37
May 23 2012 00:34 GMT
#15
v1.3 uploaded!
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
May 23 2012 00:36 GMT
#16
2 of the nat ramps have rocks, the other 2 don't.
Very refreshing layout, the aesthetics are better than I initially thought.
Moderatorshe/her
TL+ Member
hoby2000
Profile Blog Joined April 2010
United States918 Posts
Last Edited: 2012-05-23 03:19:20
May 23 2012 03:18 GMT
#17
You should rename this map to Nostromo. That's the name of the commercial mining ship in Alien, and it's a bad ass name.

I have nothing to comment on that map itself aside from the fact that it reminds me of Metropolis.


EDIT: I take that back. It reminds me a bit more of Metalopolis.
A lesson without pain is meaningless for nothing can be gained without giving something in return.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-23 05:39:28
May 23 2012 03:45 GMT
#18
@hoby2000
You are the man!

I do like it much better!

I have prepared a special dedicas for the name:
+ Show Spoiler +
[image loading]


Could someone change the topic title for:
[M] (2) Nostromo
moskonia
Profile Joined January 2011
Israel1448 Posts
May 23 2012 14:44 GMT
#19
Wow, after looking at the distance, it seems to be so small. how about enlarging it a bit? One way to do it I think would be to put rocks at the close ramps on the middle high ground, but I am sure there are other ways.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-23 20:24:21
May 23 2012 20:00 GMT
#20
Yeah I am on it. I will put 2 Huge/long debris to block bottom path and buttom middle path. Will take 4 debris in total (2debris per side). I will modify debris proprieties and debris will have 500 hp each.

map become custom if I change debris hp...
moskonia
Profile Joined January 2011
Israel1448 Posts
May 23 2012 20:33 GMT
#21
You can use other things rather then debris, such as Terran buildings, I am sure a series of rax's or bunkers would make a good wall, and a cool one too
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-24 01:12:26
May 23 2012 20:35 GMT
#22
Good idea! I will try something.

Edit:
I hate the fact we can't modify hp of destructible objects (in data) without to get a custom map propriety. Now, I don't not get something interesting. I will try something else later.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-25 00:15:24
May 24 2012 01:35 GMT
#23
I add los on narrow path at the bottom. More risky to take that path... It balances some early agression like mass marines. Zerg can hide some banelings behind. Now, use the cliff or the Xel'Naga to avoid hidden attack by this narrow path. It also avoid too fast creep spread into enemy base. I also add los on each B3 (low resources) corner to let the possibility to hide a little group of units (banelings... siege tank... immortal) to let a change to defend against a 2bases allin.
+ Show Spoiler +
[image loading]
(outdated)

I also add a little destructible panda in the middle of the low resources B3 to refer to my username
+ Show Spoiler +
[image loading]


But I still can't figure out something to increase Nat-Nat distance...

EDIT:
Nostromo v0.3 uploaded on NA
Nostromo 6m1hyg v0.3 uploaded for testing on NA
moskonia
Profile Joined January 2011
Israel1448 Posts
May 24 2012 21:30 GMT
#24
I just love the LoS you added, I think it can add possiblities for defence, but it wont help until you block off the middle high ground closer ramps, since as you showed in the anilyzer the shortest path is through the middle high ground and thus it wont matter if a side longer path has LoS.

After you block off the middle high ground closer ramps I think the reletivly close distance would be okish since taking the shorter path might lead to an ambush. I don't think normal hp rocks would hurt that much, while it might be annoying you can't change the hp it is not horrible.

While thinking on the matter, I got an interseting idea, while the LoS might be enough, you might wanna think of tightening up the path, so you can hit units that move through it more easily, therefore giving the attacking player a choice, go through the longer safer path, or go through the closer one and most likley get damaged a bit.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-25 00:16:02
May 24 2012 21:50 GMT
#25
Thanks Good Idea! I like it! I will try something by this way. To be useful as modification (risky path), I need to keep path near as possible of both nat cliff.

If someone want to know, I placed some invisible LOS on each side of spaced visible LOS to block completly the vision.

To be viable for fast expand protoss, I have to let something block the wider Nat. ramp. I feel like if I have x4 2000hp rocks, Its too much, especially when protoss goes voidray. I would like to be able to block the entire bottom path of the middle (on high ground) with only one debris, but even if I set the debris seize to 200% and more, it just looks bigger but it don't block bigger...

Both top corners of nats are a bit longer. Because of that, I was able to remove terrain near of nat cliff (the opposite that I did in 2 tests above). It gives a better looking result for sure.
+ Show Spoiler +
[image loading]
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-25 02:11:08
May 25 2012 02:08 GMT
#26
v0.4 uploaded with few changes.

Changes:
Bottom path is now smaller and more risky...
Add holes at the bottom of both cliffs in the large middle (top of the map) where the statue is located.
Add debris to increase rush distance in early game
Add supply + bunker on both nat ramps to allow easier nat-wall (fast expand protoss).
TheAmazombie
Profile Blog Joined September 2010
United States3714 Posts
May 25 2012 02:28 GMT
#27
Awesome. I love the name with the Aliens shoutout. I will have to try the map out.
We think too much and feel too little. More than machinery, we need humanity. More than cleverness, we need kindness and gentleness. Without these qualities, life will be violent and all will be lost. -Charlie Chaplin
Meltage
Profile Joined October 2010
Germany613 Posts
Last Edited: 2012-05-25 15:45:38
May 25 2012 08:31 GMT
#28
A bit of quick feedback

Concerns
1. Natural FFE and wall-offs. Too hard?
2. Main bases highly air vulnerable, and pretty small. I liek how the natural has more space towards the main, though.
3. Standard third is very open
4. Standard 4th/5th is a main base (in this aspect I like that it is small and close to your main, but see point 2.)

Aesthetics
- The texture used on low grounds seems uninspired to me. I also don't like how the same texture is used on the middle higher ground plateau. It looks especially bad when its a grid texture, I think.

Also, close spawns disable, right? GL HF, nice map
http://mentalbalans.se/aggedesign
PandaZerg
Profile Joined April 2012
Canada148 Posts
May 25 2012 14:13 GMT
#29
Thanks TheAmazombie and Meltage.

Only south and East is open as spawn positions because I want to keep a standard expand progression. The only activated spawns are visible on analyzer pics.

I will think about your feedback and see what can I do.
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-26 16:24:31
May 26 2012 12:33 GMT
#30
NAT Choke
+ Show Spoiler +
[image loading]


FFE Protoss (supply we see is now replaced by a neutral bunker...)
+ Show Spoiler +
[image loading]


Top Bases
+ Show Spoiler +
[image loading]


I did some changes, for the best I think. I did it on the 6m1hyg version. I will also apply changes on normal version then update pics on first thread.

Also add a change log section and updated new v0.5 pics (from 6m1hyg version...). Will update with normal version soon.
Also add a new pool. I wrote below new pool last pool result.
GRCJH
Profile Joined May 2012
Canada76 Posts
May 26 2012 19:46 GMT
#31
sick looking map.

looks like 2 bunkers walling off that little box behind the natural mineral line could be a little exploitative. 50% scv float invulnerability.
you were born too soon, you'll never explore the galaxy
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-27 16:04:59
May 27 2012 12:52 GMT
#32
Thanks GRCJH!
What do you mean by 50% scv float invulnerability?

I am working to enlarge main + NAT distances. New distances will be:

Main to main: ~200
NAT to NAT: ~145
Main will have ~45-50ccs

Will update when I will finish to redesign the ground and to replace doodads.
MachineGunPanda
Profile Joined December 2011
Sweden14 Posts
May 27 2012 14:06 GMT
#33
I like this map VEEEEEERY much! But there is one tiny thing. I am all for the alien homage and Nostromo is a cool sounding name, but if this map ever would be considered to be feutured on the ladder or in the GSL etc, then I would consider changing the name so nothing tradmark or the like will come to hunt it. Great map, good job!
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-28 16:11:01
May 27 2012 19:46 GMT
#34
Thanks MachineGunPanda!

V0.5 out!

Major changes have been applied.
All pics. are new from v0.5 at least.
I will follow with the no 6m1hyg version soon.

Finally, I add a banner for the map! I think you will like it.

EDIT:
I am on v0.6.
Resize main and NAT a little bit (less long......)
Change main ramp direction
Replace some doodads I forgot/miss when I did my major changes.
xHadoken
Profile Blog Joined March 2012
United States171 Posts
May 29 2012 08:50 GMT
#35
The Xel'Naga tower by the edge of the map is rather unnecessary. You can see enough of his army to tell that he pushing from the two in the middle. The only reason I would think it would be used for is to know how big is army is and what it is composed of. But if you need to know that you could throw down a scan, observer, or scout earlier. Other than that it looks like a very fun map!
Defeating a sandwich only makes it tastier
RubiksCube
Profile Blog Joined March 2009
Germany259 Posts
May 29 2012 10:33 GMT
#36
Panda!
Aunvilgod
Profile Joined December 2011
2653 Posts
May 29 2012 10:38 GMT
#37
Your mineral placement seems a bit awkward. clump it up a bit and make also sure that there is always space behind them.
ilovegroov | Blizzards mapmaker(s?) suck ass | #1 Protoss hater
hoby2000
Profile Blog Joined April 2010
United States918 Posts
May 29 2012 14:36 GMT
#38
On May 27 2012 23:06 MachineGunPanda wrote:
I like this map VEEEEEERY much! But there is one tiny thing. I am all for the alien homage and Nostromo is a cool sounding name, but if this map ever would be considered to be feutured on the ladder or in the GSL etc, then I would consider changing the name so nothing tradmark or the like will come to hunt it. Great map, good job!



Nostromo was originally the name of a novel that was written in 1904, so I don't think it's going to be a big deal.
A lesson without pain is meaningless for nothing can be gained without giving something in return.
moskonia
Profile Joined January 2011
Israel1448 Posts
Last Edited: 2012-05-29 22:13:19
May 29 2012 19:19 GMT
#39
I don't think I like the changes of 0,6 even though it looks pretty decent. I got a few insights as a Protoss player if you're intersted:

In PvZ, I think a common build would be to block where you said and then make a forward wall at the ramp after a very fast 3rd base. Either that or a 2base all in such as immortal bust (but not gateway all ins, since those are good when there is long distance) which is very strong in such short distance, while Protoss would be fine against 3base roach if he makes cannons and wall at the ramp with sentries as support. Therefore in PvZ I think that Protoss will be favored, while I might be wrong

In PvT, every Terran all in or pressure will be very strong. The short distance will make defending 1-1-1, 2rax, SCV - marine all in, and the rest very har to defend. So in this matchup I think T will be favored. This was true in the last version aswell but I still felt like its important

In PvP I think that robo twilight wont be that strong, the small distance doesn't allow for a good base trade, I think the best things to do would be some sort of all in - 1base colo, charge-lot archon (dt's or not), 4gate phoenix, blink all in or anything else. But maybe since there is a small choke immortal expand could work, but it would be hard to defend still.

I don't know much about the other matchups
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-05-30 03:33:34
May 30 2012 03:32 GMT
#40
@moskonia
You are right. It is not a base trade map, but allin 2 bases is not that much good on this map. Too easy to defend NAT path from cliff. You have to get at least the little base to break the defending army in this path with a variety (ground / air) of units.

Yes in PvZ, sentries and immortal are strong. P 2bases push is strong. Z need to have at least 4bases at this time. Zealots sentry is strong too in early game. Voidray can be charged on debris/rocks, so that sucks for P. I never lose a game against a fast stargate.

Yes in TvZ, marauders + blue flames hellion + allin scv is strong!!! I have difficulties against that push!!! :/ Depending how good is terran player to avoid creep spread with hellions harassment, T could win easily. Drop is not bad too, but the is not rocks that block path and all paths are wide enough to cercle T army if zerg player split his army correctly (not all units in the same path). So zerg need to play on that point.

From my personal experience, I think it is balanced now. I will probably add one more texture on low ground and some doodads, but I think terrain is ok like this.

@Aunvilgod
Mineral placement is not final and this is only the 6m1hyg version, But there is enough place behind each mineral on the map to place a spine or a spore by example (not a bunker everywhere; too wide for some places). I will take a look.

Thanks for comments
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-06-16 13:36:27
June 16 2012 03:33 GMT
#41
I did not have time in last weeks and not more now, but I still find 1-2 hours to redesign the main-nat-third. I also added a bridge from main to the top bases (where blue lights are). And finally, I added destructible rocks (the only one on the map) on the xel'naga tower between two mains. Or course, big ramp is also wider.

lmk what you think comparatively to the old design (see overview at the first page).

Here a fast preview:
+ Show Spoiler +
[image loading]
PandaZerg
Profile Joined April 2012
Canada148 Posts
Last Edited: 2012-06-17 01:13:18
June 17 2012 01:10 GMT
#42
v0.7 uploaded on NA as Nostromo 6m1hyg
lmk what you think!!!

Now it is the 6m1hyg version. I will try to upload a normal version with some modification for 2v2.
Normal
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